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Move gl_ff_matrix to gfx/video_driver.c
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@ -160,22 +160,6 @@ static INLINE void gl_ff_vertex(const struct video_coords *coords)
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}
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#endif
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#ifdef NO_GL_FF_MATRIX
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#define gl_ff_matrix(mat) ((void)0)
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#else
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static INLINE void gl_ff_matrix(const math_matrix_4x4 *mat)
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{
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math_matrix_4x4 ident;
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/* Fall back to fixed function-style if needed and possible. */
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(mat->data);
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glMatrixMode(GL_MODELVIEW);
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matrix_4x4_identity(ident);
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glLoadMatrixf(ident.data);
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}
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#endif
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static INLINE void gl_bind_texture(GLuint id, GLint wrap_mode, GLint mag_filter,
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GLint min_filter)
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{
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@ -3226,8 +3226,15 @@ static bool video_shader_driver_set_mvp_null(void *data,
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static bool video_shader_driver_set_mvp_null_gl(void *data,
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void *shader_data, const math_matrix_4x4 *mat)
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{
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gl_ff_matrix(mat);
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return false;
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math_matrix_4x4 ident;
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/* Fall back to fixed function-style if needed and possible. */
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(mat->data);
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glMatrixMode(GL_MODELVIEW);
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matrix_4x4_identity(ident);
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glLoadMatrixf(ident.data);
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return true;
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}
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#endif
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#endif
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